#version 330 core
out vec4 FragColor;

in vec2 TexCoord;
in vec4 Color;

uniform sampler2D Texture;
uniform bool isLayeredDraw;

void main()
{
	if(!isLayeredDraw)
		FragColor = texture(Texture, TexCoord);
	else
	{
		if(Color.a < 0.1f)
			discard;
		FragColor = Color;
	}
}